Shader "Custom/fur"
//最基础的透明
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,0.5) // 设置默认透明度
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _FurLength ("Fur Length", Range(0.001, 1)) = 0.05
    }

    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 200

        // 基本渲染
        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows alpha:fade
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG

        // 毛发渲染shell
        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
            float3 viewDir;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        half _FurLength;

        void vert(inout appdata_full v)
        {
            v.vertex.xyz += v.normal * _FurLength; // Add fur to the vertex position
        }

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }

    FallBack "Diffuse"
}